Reduced Luck Factor in Caverns November 21, 2018
Weapon and adrenaline bonuses changed.
In order to reduce the role of the RNG in the early game, we made two small changes:
We added a +3 defense bonus to adrenaline, in addition to the current +3 attack bonus, so the detriment from an unlucky start is not as bad. (Adrenaline kicks in if you don’t have any health potions left.)
We reduced the high end of weapon bonuses in the Caverns, so the benefit from getting lucky on the weapon spinner is not as great.
We also made it a bit more difficult to trigger a feat from a Massive Hit, which will now require you to exceed the needed roll by 7 instead of 6.